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[MOD]: No Civilians and Taxis v202
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arcana75





Joined: 02 Dec 2003
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PostPosted: Tue, 21. Nov 06, 07:09    Post subject: [MOD]: No Civilians and Taxis v202 Reply with quote Print

Simple mod to remove all civilian and taxi ships from all sectors. It's a simple edit of the Jobs.txt file, updated to use with patch 2.0.2.

Downloadable as spk format:
http://arcana75.googlepages.com/NoCivsTaxis_v2.spk

Smile


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fud





Joined: 25 Jan 2006
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PostPosted: Tue, 21. Nov 06, 14:50    Post subject: Reply with quote Print

Heh heh, editing Jobs is rather fun, and makes for an interesting game. Pirates now have M6s, and TLs. Police patrols have also gotten some extra grunt with M6s. I've also given pirates all race ships and their respective variants (M3/4/5). So there's Pirate Mambas, Pirate Baracuda Sentinels, Pirate Jaguars, etc. Even saw a Nemesis Raider once. Wink


It is quite a lot more fun flying into a pirate sector, and seeing a patrol with pirate dragons, pirate mambas, and pirate elephants. Razz


I gave weapon dealers M6s as well, I thought it seemed appropriate.

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arcana75





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PostPosted: Tue, 21. Nov 06, 15:08    Post subject: Reply with quote Print

That WOULD be interesting Twisted Evil


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fud





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PostPosted: Tue, 21. Nov 06, 15:52    Post subject: Reply with quote Print

Pretty cool to see a Yaki Nova Raider too. Smile

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Vanel





Joined: 26 Dec 2005
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PostPosted: Thu, 21. Dec 06, 15:19    Post subject: Reply with quote Print

Do I need a fresh start with this or will it remove this stuff from my save game?

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Cycrow
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Joined: 15 Nov 2004
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PostPosted: Thu, 21. Dec 06, 15:30    Post subject: Reply with quote Print

it wont remove the stuff from your save game, but it will work.

u'll just end up with some blank entries for ships, but they will dissapear over time


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Kaze





Joined: 08 Dec 2004
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PostPosted: Thu, 21. Dec 06, 15:43    Post subject: Reply with quote Print

You updated it just like I asked =)
You are my personal hero for today! Smile

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fud





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PostPosted: Thu, 21. Dec 06, 15:45    Post subject: Reply with quote Print

That reminds me, I think I'll add TLs to pirate patrols...

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Schabernack





Joined: 18 Apr 2007

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PostPosted: Wed, 25. Apr 07, 02:31    Post subject: Reply with quote Print

Is this mod compatible with the newest official patch and bonus package?
If i uninstall it are the taxis there again?
i dont no where i've seen it, but there was a mod/script which only reduced the civ/taxi ships to 50%, would it make sence to make a scalable version or is it not worth the effort?

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arcana75





Joined: 02 Dec 2003
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PostPosted: Wed, 25. Apr 07, 03:30    Post subject: Reply with quote Print

Here's a full explanation of how this mod works for existing savegames:

1) When u first install the mod and load ur game, nothing happens.
2) Over time, civilian ships and taxis begin to reduce in number, until they are all gone. Note only Civilian ships and Taxis are affected. Special ships like Archeology Ship, Hospital Ship, etc aren't.
3) If u remove the mod and load ur game, nothing happens.
4) Over time, civilian ships and taxis begin to increase in number, until they are fully populated.

For new games, the game starts sans civies and taxis. If the mod is removed later, they are gradually reintroduced.

This mod is compatible with all patches if it's installed after the patches. It's a mod so it doesn't affect scripts that don't use the Jobs file. For example, I haven't looked but I'm not sure if it'll affect the Taxi mission script available in this forum.

I might add back taxis later...


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Schabernack





Joined: 18 Apr 2007

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PostPosted: Wed, 25. Apr 07, 12:35    Post subject: Reply with quote Print

i think there wouldnt be a problem to install it as false patch either?
As long as there is no other script editing the job.txt?

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KanineLupus





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PostPosted: Wed, 25. Apr 07, 16:38    Post subject: Reply with quote Print

I have to ask this ....WHY?? Taxi's and civy ships make for good capping fodder and thus nice pocket change (or in the case of TL's/TS's - free Uni-traders). Why on earth would you want to get rid of them??

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BlackRazor
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Joined: 20 Apr 2004
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PostPosted: Wed, 25. Apr 07, 21:10    Post subject: Reply with quote Print

crayolakidd wrote:
I have to ask this ....WHY?? Taxi's and civy ships make for good capping fodder and thus nice pocket change (or in the case of TL's/TS's - free Uni-traders). Why on earth would you want to get rid of them??


I can think about two reasons:

1) To improve performance

2) Because these ships sometimes dock at stations and if all stations clamps are occupied you cannot dock and you have to wait for one of the civilians to depart.


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arcana75





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PostPosted: Thu, 26. Apr 07, 04:15    Post subject: Reply with quote Print

crayolakidd wrote:
I have to ask this ....WHY?? Taxi's and civy ships make for good capping fodder and thus nice pocket change (or in the case of TL's/TS's - free Uni-traders). Why on earth would you want to get rid of them??

If u want them, don't use the mod, simple. Wink

Others want performance and don't miss them.


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agleave





Joined: 24 Nov 2005
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PostPosted: Thu, 26. Apr 07, 07:07    Post subject: Reply with quote Print

arcana75 wrote:
crayolakidd wrote:
I have to ask this ....WHY?? Taxi's and civy ships make for good capping fodder and thus nice pocket change (or in the case of TL's/TS's - free Uni-traders). Why on earth would you want to get rid of them??

If u want them, don't use the mod, simple. Wink

Others want performance and don't miss them.


That is for sure! Other than the bonus of extra performance, the save game file size is less too.

AG

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